<!DOCTYPE html>
<html xmlns="http://www.w3.org/1999/xhtml">
<head>
    <meta http-equiv="Content-Type" content="text/html; charset=UTF-8" />
    <title>Live2D 看板娘 v1.2 / Demo</title>
    
    <link rel="stylesheet" type="text/css" href="assets/waifu.css"/>
    <script src="https://cdn.bootcss.com/jquery/3.2.1/jquery.min.js"></script>
</head>
<body>
    <h2><a href="https://www.fghrsh.net/post/123.html" style="color: #38A3DB">Live2D 看板娘 v1.2</a> / Demo</h2>
    <div class="bg2">
	    	<canvas id="sakura"></canvas>

			<div class="btnbg">
			
			</div>
			
			
			
			<!-- sakura shader -->
			
			<script id="sakura_point_vsh" type="x-shader/x_vertex">
			
			uniform mat4 uProjection;
			
			uniform mat4 uModelview;
			
			uniform vec3 uResolution;
			
			uniform vec3 uOffset;
			
			uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
			
			uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
			
			
			
			attribute vec3 aPosition;
			
			attribute vec3 aEuler;
			
			attribute vec2 aMisc; //x:size, y:fade
			
			
			
			varying vec3 pposition;
			
			varying float psize;
			
			varying float palpha;
			
			varying float pdist;
			
			
			
			//varying mat3 rotMat;
			
			varying vec3 normX;
			
			varying vec3 normY;
			
			varying vec3 normZ;
			
			varying vec3 normal;
			
			
			
			varying float diffuse;
			
			varying float specular;
			
			varying float rstop;
			
			varying float distancefade;
			
			
			
			void main(void) {
			
			    // Projection is based on vertical angle
			
			    vec4 pos = uModelview * vec4(aPosition + uOffset, 1.0);
			
			    gl_Position = uProjection * pos;
			
			    gl_PointSize = aMisc.x * uProjection[1][1] / -pos.z * uResolution.y * 0.5;
			
			    
			
			    pposition = pos.xyz;
			
			    psize = aMisc.x;
			
			    pdist = length(pos.xyz);
			
			    palpha = smoothstep(0.0, 1.0, (pdist - 0.1) / uFade.z);
			
			    
			
			    vec3 elrsn = sin(aEuler);
			
			    vec3 elrcs = cos(aEuler);
			
			    mat3 rotx = mat3(
			
			        1.0, 0.0, 0.0,
			
			        0.0, elrcs.x, elrsn.x,
			
			        0.0, -elrsn.x, elrcs.x
			
			    );
			
			    mat3 roty = mat3(
			
			        elrcs.y, 0.0, -elrsn.y,
			
			        0.0, 1.0, 0.0,
			
			        elrsn.y, 0.0, elrcs.y
			
			    );
			
			    mat3 rotz = mat3(
			
			        elrcs.z, elrsn.z, 0.0, 
			
			        -elrsn.z, elrcs.z, 0.0,
			
			        0.0, 0.0, 1.0
			
			    );
			
			    mat3 rotmat = rotx * roty * rotz;
			
			    normal = rotmat[2];
			
			    
			
			    mat3 trrotm = mat3(
			
			        rotmat[0][0], rotmat[1][0], rotmat[2][0],
			
			        rotmat[0][1], rotmat[1][1], rotmat[2][1],
			
			        rotmat[0][2], rotmat[1][2], rotmat[2][2]
			
			    );
			
			    normX = trrotm[0];
			
			    normY = trrotm[1];
			
			    normZ = trrotm[2];
			
			    
			
			    const vec3 lit = vec3(0.6917144638660746, 0.6917144638660746, -0.20751433915982237);
			
			    
			
			    float tmpdfs = dot(lit, normal);
			
			    if(tmpdfs < 0.0) {
			
			        normal = -normal;
			
			        tmpdfs = dot(lit, normal);
			
			    }
			
			    diffuse = 0.4 + tmpdfs;
			
			    
			
			    vec3 eyev = normalize(-pos.xyz);
			
			    if(dot(eyev, normal) > 0.0) {
			
			        vec3 hv = normalize(eyev + lit);
			
			        specular = pow(max(dot(hv, normal), 0.0), 20.0);
			
			    }
			
			    else {
			
			        specular = 0.0;
			
			    }
			
			    
			
			    rstop = clamp((abs(pdist - uDOF.x) - uDOF.y) / uDOF.z, 0.0, 1.0);
			
			    rstop = pow(rstop, 0.5);
			
			    //-0.69315 = ln(0.5)
			
			    distancefade = min(1.0, exp((uFade.x - pdist) * 0.69315 / uFade.y));
			
			}
			
			</script>
			
			<script id="sakura_point_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			
			
			uniform vec3 uDOF;  //x:focus distance, y:focus radius, z:max radius
			
			uniform vec3 uFade; //x:start distance, y:half distance, z:near fade start
			
			
			
			const vec3 fadeCol = vec3(0.08, 0.03, 0.06);
			
			
			
			varying vec3 pposition;
			
			varying float psize;
			
			varying float palpha;
			
			varying float pdist;
			
			
			
			//varying mat3 rotMat;
			
			varying vec3 normX;
			
			varying vec3 normY;
			
			varying vec3 normZ;
			
			varying vec3 normal;
			
			
			
			varying float diffuse;
			
			varying float specular;
			
			varying float rstop;
			
			varying float distancefade;
			
			
			
			float ellipse(vec2 p, vec2 o, vec2 r) {
			
			    vec2 lp = (p - o) / r;
			
			    return length(lp) - 1.0;
			
			}
			
			
			
			void main(void) {
			
			    vec3 p = vec3(gl_PointCoord - vec2(0.5, 0.5), 0.0) * 2.0;
			
			    vec3 d = vec3(0.0, 0.0, -1.0);
			
			    float nd = normZ.z; //dot(-normZ, d);
			
			    if(abs(nd) < 0.0001) discard;
			
			    
			
			    float np = dot(normZ, p);
			
			    vec3 tp = p + d * np / nd;
			
			    vec2 coord = vec2(dot(normX, tp), dot(normY, tp));
			
			    
			
			    //angle = 15 degree
			
			    const float flwrsn = 0.258819045102521;
			
			    const float flwrcs = 0.965925826289068;
			
			    mat2 flwrm = mat2(flwrcs, -flwrsn, flwrsn, flwrcs);
			
			    vec2 flwrp = vec2(abs(coord.x), coord.y) * flwrm;
			
			    
			
			    float r;
			
			    if(flwrp.x < 0.0) {
			
			        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.36, 0.96) * 0.5);
			
			    }
			
			    else {
			
			        r = ellipse(flwrp, vec2(0.065, 0.024) * 0.5, vec2(0.58, 0.96) * 0.5);
			
			    }
			
			    
			
			    if(r > rstop) discard;
			
			    
			
			    vec3 col = mix(vec3(1.0, 0.8, 0.75), vec3(1.0, 0.9, 0.87), r);
			
			    float grady = mix(0.0, 1.0, pow(coord.y * 0.5 + 0.5, 0.35));
			
			    col *= vec3(1.0, grady, grady);
			
			    col *= mix(0.8, 1.0, pow(abs(coord.x), 0.3));
			
			    col = col * diffuse + specular;
			
			    
			
			    col = mix(fadeCol, col, distancefade);
			
			    
			
			    float alpha = (rstop > 0.001)? (0.5 - r / (rstop * 2.0)) : 1.0;
			
			    alpha = smoothstep(0.0, 1.0, alpha) * palpha;
			
			    
			
			    gl_FragColor = vec4(col * 0.5, alpha);
			
			}
			
			</script>
			
			<!-- effects -->
			
			<script id="fx_common_vsh" type="x-shader/x_vertex">
			
			uniform vec3 uResolution;
			
			attribute vec2 aPosition;
			
			
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			
			
			void main(void) {
			
			    gl_Position = vec4(aPosition, 0.0, 1.0);
			
			    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
			
			    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
			
			}
			
			</script>
			
			<script id="bg_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			
			
			uniform vec2 uTimes;
			
			
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			
			
			void main(void) {
			
			    vec3 col;
			
			    float c;
			
			    vec2 tmpv = texCoord * vec2(0.8, 1.0) - vec2(0.95, 1.0);
			
			    c = exp(-pow(length(tmpv) * 1.8, 2.0));
			
			    col = mix(vec3(0.02, 0.0, 0.03), vec3(0.96, 0.98, 1.0) * 1.5, c);
			
			    gl_FragColor = vec4(col * 0.5, 1.0);
			
			}
			
			</script>
			
			<script id="fx_brightbuf_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			uniform sampler2D uSrc;
			
			uniform vec2 uDelta;
			
			
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			
			
			void main(void) {
			
			    vec4 col = texture2D(uSrc, texCoord);
			
			    gl_FragColor = vec4(col.rgb * 2.0 - vec3(0.5), 1.0);
			
			}
			
			</script>
			
			<script id="fx_dirblur_r4_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			uniform sampler2D uSrc;
			
			uniform vec2 uDelta;
			
			uniform vec4 uBlurDir; //dir(x, y), stride(z, w)
			
			
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			
			
			void main(void) {
			
			    vec4 col = texture2D(uSrc, texCoord);
			
			    col = col + texture2D(uSrc, texCoord + uBlurDir.xy * uDelta);
			
			    col = col + texture2D(uSrc, texCoord - uBlurDir.xy * uDelta);
			
			    col = col + texture2D(uSrc, texCoord + (uBlurDir.xy + uBlurDir.zw) * uDelta);
			
			    col = col + texture2D(uSrc, texCoord - (uBlurDir.xy + uBlurDir.zw) * uDelta);
			
			    gl_FragColor = col / 5.0;
			
			}
			
			</script>
			
			<!-- effect fragment shader template -->
			
			<script id="fx_common_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			uniform sampler2D uSrc;
			
			uniform vec2 uDelta;
			
			
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			
			
			void main(void) {
			
			    gl_FragColor = texture2D(uSrc, texCoord);
			
			}
			
			</script>
			
			<!-- post processing -->
			
			<script id="pp_final_vsh" type="x-shader/x_vertex">
			
			uniform vec3 uResolution;
			
			attribute vec2 aPosition;
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			void main(void) {
			
			    gl_Position = vec4(aPosition, 0.0, 1.0);
			
			    texCoord = aPosition.xy * 0.5 + vec2(0.5, 0.5);
			
			    screenCoord = aPosition.xy * vec2(uResolution.z, 1.0);
			
			}
			
			</script>
			
			<script id="pp_final_fsh" type="x-shader/x_fragment">
			
			#ifdef GL_ES
			
			//precision mediump float;
			
			precision highp float;
			
			#endif
			
			uniform sampler2D uSrc;
			
			uniform sampler2D uBloom;
			
			uniform vec2 uDelta;
			
			varying vec2 texCoord;
			
			varying vec2 screenCoord;
			
			void main(void) {
			
			    vec4 srccol = texture2D(uSrc, texCoord) * 2.0;
			
			    vec4 bloomcol = texture2D(uBloom, texCoord);
			
			    vec4 col;
			
			    col = srccol + bloomcol * (vec4(1.0) + srccol);
			
			    col *= smoothstep(1.0, 0.0, pow(length((texCoord - vec2(0.5)) * 2.0), 1.2) * 0.5);
			
			    col = pow(col, vec4(0.45454545454545)); //(1.0 / 2.2)
			
			    
			
			    gl_FragColor = vec4(col.rgb, 1.0);
			
			    gl_FragColor.a = 1.0;
			
			}
			
			</script>
			
			
			<script>
			
			// Utilities
			
			var Vector3 = {};
			
			var Matrix44 = {};
			
			Vector3.create = function(x, y, z) {
			
			    return {'x':x, 'y':y, 'z':z};
			
			};
			
			Vector3.dot = function (v0, v1) {
			
			    return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z;
			
			};
			
			Vector3.cross = function (v, v0, v1) {
			
			    v.x = v0.y * v1.z - v0.z * v1.y;
			
			    v.y = v0.z * v1.x - v0.x * v1.z;
			
			    v.z = v0.x * v1.y - v0.y * v1.x;
			
			};
			
			Vector3.normalize = function (v) {
			
			    var l = v.x * v.x + v.y * v.y + v.z * v.z;
			
			    if(l > 0.00001) {
			
			        l = 1.0 / Math.sqrt(l);
			
			        v.x *= l;
			
			        v.y *= l;
			
			        v.z *= l;
			
			    }
			
			};
			
			Vector3.arrayForm = function(v) {
			
			    if(v.array) {
			
			        v.array[0] = v.x;
			
			        v.array[1] = v.y;
			
			        v.array[2] = v.z;
			
			    }
			
			    else {
			
			        v.array = new Float32Array([v.x, v.y, v.z]);
			
			    }
			
			    return v.array;
			
			};
			
			Matrix44.createIdentity = function () {
			
			    return new Float32Array([1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0]);
			
			};
			
			Matrix44.loadProjection = function (m, aspect, vdeg, near, far) {
			
			    var h = near * Math.tan(vdeg * Math.PI / 180.0 * 0.5) * 2.0;
			
			    var w = h * aspect;
			
			    
			
			    m[0] = 2.0 * near / w;
			
			    m[1] = 0.0;
			
			    m[2] = 0.0;
			
			    m[3] = 0.0;
			
			    
			
			    m[4] = 0.0;
			
			    m[5] = 2.0 * near / h;
			
			    m[6] = 0.0;
			
			    m[7] = 0.0;
			
			    
			
			    m[8] = 0.0;
			
			    m[9] = 0.0;
			
			    m[10] = -(far + near) / (far - near);
			
			    m[11] = -1.0;
			
			    
			
			    m[12] = 0.0;
			
			    m[13] = 0.0;
			
			    m[14] = -2.0 * far * near / (far - near);
			
			    m[15] = 0.0;
			
			};
			
			Matrix44.loadLookAt = function (m, vpos, vlook, vup) {
			
			    var frontv = Vector3.create(vpos.x - vlook.x, vpos.y - vlook.y, vpos.z - vlook.z);
			
			    Vector3.normalize(frontv);
			
			    var sidev = Vector3.create(1.0, 0.0, 0.0);
			
			    Vector3.cross(sidev, vup, frontv);
			
			    Vector3.normalize(sidev);
			
			    var topv = Vector3.create(1.0, 0.0, 0.0);
			
			    Vector3.cross(topv, frontv, sidev);
			
			    Vector3.normalize(topv);
			
			    
			
			    m[0] = sidev.x;
			
			    m[1] = topv.x;
			
			    m[2] = frontv.x;
			
			    m[3] = 0.0;
			
			    
			
			    m[4] = sidev.y;
			
			    m[5] = topv.y;
			
			    m[6] = frontv.y;
			
			    m[7] = 0.0;
			
			    
			
			    m[8] = sidev.z;
			
			    m[9] = topv.z;
			
			    m[10] = frontv.z;
			
			    m[11] = 0.0;
			
			    
			
			    m[12] = -(vpos.x * m[0] + vpos.y * m[4] + vpos.z * m[8]);
			
			    m[13] = -(vpos.x * m[1] + vpos.y * m[5] + vpos.z * m[9]);
			
			    m[14] = -(vpos.x * m[2] + vpos.y * m[6] + vpos.z * m[10]);
			
			    m[15] = 1.0;
			
			};
			
			
			
			//
			
			var timeInfo = {
			
			    'start':0, 'prev':0, // Date
			
			    'delta':0, 'elapsed':0 // Number(sec)
			
			};
			
			
			
			//
			
			var gl;
			
			var renderSpec = {
			
			    'width':0,
			
			    'height':0,
			
			    'aspect':1,
			
			    'array':new Float32Array(3),
			
			    'halfWidth':0,
			
			    'halfHeight':0,
			
			    'halfArray':new Float32Array(3)
			
			    // and some render targets. see setViewport()
			
			};
			
			renderSpec.setSize = function(w, h) {
			
			    renderSpec.width = w;
			
			    renderSpec.height = h;
			
			    renderSpec.aspect = renderSpec.width / renderSpec.height;
			
			    renderSpec.array[0] = renderSpec.width;
			
			    renderSpec.array[1] = renderSpec.height;
			
			    renderSpec.array[2] = renderSpec.aspect;
			
			    
			
			    renderSpec.halfWidth = Math.floor(w / 2);
			
			    renderSpec.halfHeight = Math.floor(h / 2);
			
			    renderSpec.halfArray[0] = renderSpec.halfWidth;
			
			    renderSpec.halfArray[1] = renderSpec.halfHeight;
			
			    renderSpec.halfArray[2] = renderSpec.halfWidth / renderSpec.halfHeight;
			
			};
			
			
			
			function deleteRenderTarget(rt) {
			
			    gl.deleteFramebuffer(rt.frameBuffer);
			
			    gl.deleteRenderbuffer(rt.renderBuffer);
			
			    gl.deleteTexture(rt.texture);
			
			}
			
			
			
			function createRenderTarget(w, h) {
			
			    var ret = {
			
			        'width':w,
			
			        'height':h,
			
			        'sizeArray':new Float32Array([w, h, w / h]),
			
			        'dtxArray':new Float32Array([1.0 / w, 1.0 / h])
			
			    };
			
			    ret.frameBuffer = gl.createFramebuffer();
			
			    ret.renderBuffer = gl.createRenderbuffer();
			
			    ret.texture = gl.createTexture();
			
			    
			
			    gl.bindTexture(gl.TEXTURE_2D, ret.texture);
			
			    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, w, h, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
			
			    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
			
			    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
			
			    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
			
			    gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
			
			    
			
			    gl.bindFramebuffer(gl.FRAMEBUFFER, ret.frameBuffer);
			
			    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, ret.texture, 0);
			
			    
			
			    gl.bindRenderbuffer(gl.RENDERBUFFER, ret.renderBuffer);
			
			    gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, w, h);
			
			    gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, ret.renderBuffer);
			
			    
			
			    gl.bindTexture(gl.TEXTURE_2D, null);
			
			    gl.bindRenderbuffer(gl.RENDERBUFFER, null);
			
			    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			
			    
			
			    return ret;
			
			}
			
			
			
			function compileShader(shtype, shsrc) {
			
				var retsh = gl.createShader(shtype);
			
				
			
				gl.shaderSource(retsh, shsrc);
			
				gl.compileShader(retsh);
			
				
			
				if(!gl.getShaderParameter(retsh, gl.COMPILE_STATUS)) {
			
					var errlog = gl.getShaderInfoLog(retsh);
			
					gl.deleteShader(retsh);
			
					console.error(errlog);
			
					return null;
			
				}
			
				return retsh;
			
			}
			
			
			
			function createShader(vtxsrc, frgsrc, uniformlist, attrlist) {
			
			    var vsh = compileShader(gl.VERTEX_SHADER, vtxsrc);
			
			    var fsh = compileShader(gl.FRAGMENT_SHADER, frgsrc);
			
			    
			
			    if(vsh == null || fsh == null) {
			
			        return null;
			
			    }
			
			    
			
			    var prog = gl.createProgram();
			
			    gl.attachShader(prog, vsh);
			
			    gl.attachShader(prog, fsh);
			
			    
			
			    gl.deleteShader(vsh);
			
			    gl.deleteShader(fsh);
			
			    
			
			    gl.linkProgram(prog);
			
			    if (!gl.getProgramParameter(prog, gl.LINK_STATUS)) {
			
			        var errlog = gl.getProgramInfoLog(prog);
			
			        console.error(errlog);
			
			        return null;
			
			    }
			
			    
			
			    if(uniformlist) {
			
			        prog.uniforms = {};
			
			        for(var i = 0; i < uniformlist.length; i++) {
			
			            prog.uniforms[uniformlist[i]] = gl.getUniformLocation(prog, uniformlist[i]);
			
			        }
			
			    }
			
			    
			
			    if(attrlist) {
			
			        prog.attributes = {};
			
			        for(var i = 0; i < attrlist.length; i++) {
			
			            var attr = attrlist[i];
			
			            prog.attributes[attr] = gl.getAttribLocation(prog, attr);
			
			        }
			
			    }
			
			    
			
			    return prog;
			
			}
			
			
			
			function useShader(prog) {
			
			    gl.useProgram(prog);
			
			    for(var attr in prog.attributes) {
			
			        gl.enableVertexAttribArray(prog.attributes[attr]);;
			
			    }
			
			}
			
			
			
			function unuseShader(prog) {
			
			    for(var attr in prog.attributes) {
			
			        gl.disableVertexAttribArray(prog.attributes[attr]);;
			
			    }
			
			    gl.useProgram(null);
			
			}
			
			
			
			/////
			
			var projection = {
			
			    'angle':60,
			
			    'nearfar':new Float32Array([0.1, 100.0]),
			
			    'matrix':Matrix44.createIdentity()
			
			};
			
			var camera = {
			
			    'position':Vector3.create(0, 0, 100),
			
			    'lookat':Vector3.create(0, 0, 0),
			
			    'up':Vector3.create(0, 1, 0),
			
			    'dof':Vector3.create(10.0, 4.0, 8.0),
			
			    'matrix':Matrix44.createIdentity()
			
			};
			
			
			
			var pointFlower = {};
			
			var meshFlower = {};
			
			var sceneStandBy = false;
			
			
			
			var BlossomParticle = function () {
			
			    this.velocity = new Array(3);
			
			    this.rotation = new Array(3);
			
			    this.position = new Array(3);
			
			    this.euler = new Array(3);
			
			    this.size = 1.0;
			
			    this.alpha = 1.0;
			
			    this.zkey = 0.0;
			
			};
			
			
			
			BlossomParticle.prototype.setVelocity = function (vx, vy, vz) {
			
			    this.velocity[0] = vx;
			
			    this.velocity[1] = vy;
			
			    this.velocity[2] = vz;
			
			};
			
			
			
			BlossomParticle.prototype.setRotation = function (rx, ry, rz) {
			
			    this.rotation[0] = rx;
			
			    this.rotation[1] = ry;
			
			    this.rotation[2] = rz;
			
			};
			
			
			
			BlossomParticle.prototype.setPosition = function (nx, ny, nz) {
			
			    this.position[0] = nx;
			
			    this.position[1] = ny;
			
			    this.position[2] = nz;
			
			};
			
			
			
			BlossomParticle.prototype.setEulerAngles = function (rx, ry, rz) {
			
			    this.euler[0] = rx;
			
			    this.euler[1] = ry;
			
			    this.euler[2] = rz;
			
			};
			
			
			
			BlossomParticle.prototype.setSize = function (s) {
			
			    this.size = s;
			
			};
			
			
			
			BlossomParticle.prototype.update = function (dt, et) {
			
			    this.position[0] += this.velocity[0] * dt;
			
			    this.position[1] += this.velocity[1] * dt;
			
			    this.position[2] += this.velocity[2] * dt;
			
			    
			
			    this.euler[0] += this.rotation[0] * dt;
			
			    this.euler[1] += this.rotation[1] * dt;
			
			    this.euler[2] += this.rotation[2] * dt;
			
			};
			
			
			
			function createPointFlowers() {
			
			    // get point sizes
			
			    var prm = gl.getParameter(gl.ALIASED_POINT_SIZE_RANGE);
			
			    renderSpec.pointSize = {'min':prm[0], 'max':prm[1]};
			
			    
			
			    var vtxsrc = document.getElementById("sakura_point_vsh").textContent;
			
			    var frgsrc = document.getElementById("sakura_point_fsh").textContent;
			
			    
			
			    pointFlower.program = createShader(
			
			        vtxsrc, frgsrc,
			
			        ['uProjection', 'uModelview', 'uResolution', 'uOffset', 'uDOF', 'uFade'],
			
			        ['aPosition', 'aEuler', 'aMisc']
			
			    );
			
			    
			
			    useShader(pointFlower.program);
			
			    pointFlower.offset = new Float32Array([0.0, 0.0, 0.0]);
			
			    pointFlower.fader = Vector3.create(0.0, 10.0, 0.0);
			
			    
			
			    // paramerters: velocity[3], rotate[3]
			
			    pointFlower.numFlowers = 1600;
			
			    pointFlower.particles = new Array(pointFlower.numFlowers);
			
			    // vertex attributes {position[3], euler_xyz[3], size[1]}
			
			    pointFlower.dataArray = new Float32Array(pointFlower.numFlowers * (3 + 3 + 2));
			
			    pointFlower.positionArrayOffset = 0;
			
			    pointFlower.eulerArrayOffset = pointFlower.numFlowers * 3;
			
			    pointFlower.miscArrayOffset = pointFlower.numFlowers * 6;
			
			    
			
			    pointFlower.buffer = gl.createBuffer();
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
			
			    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, null);
			
			    
			
			    unuseShader(pointFlower.program);
			
			    
			
			    for(var i = 0; i < pointFlower.numFlowers; i++) {
			
			        pointFlower.particles[i] = new BlossomParticle();
			
			    }
			
			}
			
			
			
			function initPointFlowers() {
			
			    //area
			
			    pointFlower.area = Vector3.create(20.0, 20.0, 20.0);
			
			    pointFlower.area.x = pointFlower.area.y * renderSpec.aspect;
			
			    
			
			    pointFlower.fader.x = 10.0; //env fade start
			
			    pointFlower.fader.y = pointFlower.area.z; //env fade half
			
			    pointFlower.fader.z = 0.1;  //near fade start
			
			    
			
			    //particles
			
			    var PI2 = Math.PI * 2.0;
			
			    var tmpv3 = Vector3.create(0, 0, 0);
			
			    var tmpv = 0;
			
			    var symmetryrand = function() {return (Math.random() * 2.0 - 1.0);};
			
			    for(var i = 0; i < pointFlower.numFlowers; i++) {
			
			        var tmpprtcl = pointFlower.particles[i];
			
			        
			
			        //velocity
			
			        tmpv3.x = symmetryrand() * 0.3 + 0.8;
			
			        tmpv3.y = symmetryrand() * 0.2 - 1.0;
			
			        tmpv3.z = symmetryrand() * 0.3 + 0.5;
			
			        Vector3.normalize(tmpv3);
			
			        tmpv = 2.0 + Math.random() * 1.0;
			
			        tmpprtcl.setVelocity(tmpv3.x * tmpv, tmpv3.y * tmpv, tmpv3.z * tmpv);
			
			        
			
			        //rotation
			
			        tmpprtcl.setRotation(
			
			            symmetryrand() * PI2 * 0.5,
			
			            symmetryrand() * PI2 * 0.5,
			
			            symmetryrand() * PI2 * 0.5
			
			        );
			
			        
			
			        //position
			
			        tmpprtcl.setPosition(
			
			            symmetryrand() * pointFlower.area.x,
			
			            symmetryrand() * pointFlower.area.y,
			
			            symmetryrand() * pointFlower.area.z
			
			        );
			
			        
			
			        //euler
			
			        tmpprtcl.setEulerAngles(
			
			            Math.random() * Math.PI * 2.0,
			
			            Math.random() * Math.PI * 2.0,
			
			            Math.random() * Math.PI * 2.0
			
			        );
			
			        
			
			        //size
			
			        tmpprtcl.setSize(0.9 + Math.random() * 0.1);
			
			    }
			
			}
			
			
			
			function renderPointFlowers() {
			
			    //update
			
			    var PI2 = Math.PI * 2.0;
			
			    var limit = [pointFlower.area.x, pointFlower.area.y, pointFlower.area.z];
			
			    var repeatPos = function (prt, cmp, limit) {
			
			        if(Math.abs(prt.position[cmp]) - prt.size * 0.5 > limit) {
			
			            //out of area
			
			            if(prt.position[cmp] > 0) {
			
			                prt.position[cmp] -= limit * 2.0;
			
			            }
			
			            else {
			
			                prt.position[cmp] += limit * 2.0;
			
			            }
			
			        }
			
			    };
			
			    var repeatEuler = function (prt, cmp) {
			
			        prt.euler[cmp] = prt.euler[cmp] % PI2;
			
			        if(prt.euler[cmp] < 0.0) {
			
			            prt.euler[cmp] += PI2;
			
			        }
			
			    };
			
			    
			
			    for(var i = 0; i < pointFlower.numFlowers; i++) {
			
			        var prtcl = pointFlower.particles[i];
			
			        prtcl.update(timeInfo.delta, timeInfo.elapsed);
			
			        repeatPos(prtcl, 0, pointFlower.area.x);
			
			        repeatPos(prtcl, 1, pointFlower.area.y);
			
			        repeatPos(prtcl, 2, pointFlower.area.z);
			
			        repeatEuler(prtcl, 0);
			
			        repeatEuler(prtcl, 1);
			
			        repeatEuler(prtcl, 2);
			
			        
			
			        prtcl.alpha = 1.0;//(pointFlower.area.z - prtcl.position[2]) * 0.5;
			
			        
			
			        prtcl.zkey = (camera.matrix[2] * prtcl.position[0]
			
			                    + camera.matrix[6] * prtcl.position[1]
			
			                    + camera.matrix[10] * prtcl.position[2]
			
			                    + camera.matrix[14]);
			
			    }
			
			    
			
			    // sort
			
			    pointFlower.particles.sort(function(p0, p1){return p0.zkey - p1.zkey;});
			
			    
			
			    // update data
			
			    var ipos = pointFlower.positionArrayOffset;
			
			    var ieuler = pointFlower.eulerArrayOffset;
			
			    var imisc = pointFlower.miscArrayOffset;
			
			    for(var i = 0; i < pointFlower.numFlowers; i++) {
			
			        var prtcl = pointFlower.particles[i];
			
			        pointFlower.dataArray[ipos] = prtcl.position[0];
			
			        pointFlower.dataArray[ipos + 1] = prtcl.position[1];
			
			        pointFlower.dataArray[ipos + 2] = prtcl.position[2];
			
			        ipos += 3;
			
			        pointFlower.dataArray[ieuler] = prtcl.euler[0];
			
			        pointFlower.dataArray[ieuler + 1] = prtcl.euler[1];
			
			        pointFlower.dataArray[ieuler + 2] = prtcl.euler[2];
			
			        ieuler += 3;
			
			        pointFlower.dataArray[imisc] = prtcl.size;
			
			        pointFlower.dataArray[imisc + 1] = prtcl.alpha;
			
			        imisc += 2;
			
			    }
			
			    
			
			    //draw
			
			    gl.enable(gl.BLEND);
			
			    //gl.disable(gl.DEPTH_TEST);
			
			    gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
			
			    
			
			    var prog = pointFlower.program;
			
			    useShader(prog);
			
			    
			
			    gl.uniformMatrix4fv(prog.uniforms.uProjection, false, projection.matrix);
			
			    gl.uniformMatrix4fv(prog.uniforms.uModelview, false, camera.matrix);
			
			    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
			
			    gl.uniform3fv(prog.uniforms.uDOF, Vector3.arrayForm(camera.dof));
			
			    gl.uniform3fv(prog.uniforms.uFade, Vector3.arrayForm(pointFlower.fader));
			
			    
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, pointFlower.buffer);
			
			    gl.bufferData(gl.ARRAY_BUFFER, pointFlower.dataArray, gl.DYNAMIC_DRAW);
			
			    
			
			    gl.vertexAttribPointer(prog.attributes.aPosition, 3, gl.FLOAT, false, 0, pointFlower.positionArrayOffset * Float32Array.BYTES_PER_ELEMENT);
			
			    gl.vertexAttribPointer(prog.attributes.aEuler, 3, gl.FLOAT, false, 0, pointFlower.eulerArrayOffset * Float32Array.BYTES_PER_ELEMENT);
			
			    gl.vertexAttribPointer(prog.attributes.aMisc, 2, gl.FLOAT, false, 0, pointFlower.miscArrayOffset * Float32Array.BYTES_PER_ELEMENT);
			
			    
			
			    // doubler
			
			    for(var i = 1; i < 2; i++) {
			
			        var zpos = i * -2.0;
			
			        pointFlower.offset[0] = pointFlower.area.x * -1.0;
			
			        pointFlower.offset[1] = pointFlower.area.y * -1.0;
			
			        pointFlower.offset[2] = pointFlower.area.z * zpos;
			
			        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			
			        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			        
			
			        pointFlower.offset[0] = pointFlower.area.x * -1.0;
			
			        pointFlower.offset[1] = pointFlower.area.y *  1.0;
			
			        pointFlower.offset[2] = pointFlower.area.z * zpos;
			
			        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			
			        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			        
			
			        pointFlower.offset[0] = pointFlower.area.x *  1.0;
			
			        pointFlower.offset[1] = pointFlower.area.y * -1.0;
			
			        pointFlower.offset[2] = pointFlower.area.z * zpos;
			
			        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			
			        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			        
			
			        pointFlower.offset[0] = pointFlower.area.x *  1.0;
			
			        pointFlower.offset[1] = pointFlower.area.y *  1.0;
			
			        pointFlower.offset[2] = pointFlower.area.z * zpos;
			
			        gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			
			        gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			    }
			
			    
			
			    //main
			
			    pointFlower.offset[0] = 0.0;
			
			    pointFlower.offset[1] = 0.0;
			
			    pointFlower.offset[2] = 0.0;
			
			    gl.uniform3fv(prog.uniforms.uOffset, pointFlower.offset);
			
			    gl.drawArrays(gl.POINT, 0, pointFlower.numFlowers);
			
			    
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, null);
			
			    unuseShader(prog);
			
			    
			
			    gl.enable(gl.DEPTH_TEST);
			
			    gl.disable(gl.BLEND);
			
			}
			
			
			
			// effects
			
			//common util
			
			function createEffectProgram(vtxsrc, frgsrc, exunifs, exattrs) {
			
			    var ret = {};
			
			    var unifs = ['uResolution', 'uSrc', 'uDelta'];
			
			    if(exunifs) {
			
			        unifs = unifs.concat(exunifs);
			
			    }
			
			    var attrs = ['aPosition'];
			
			    if(exattrs) {
			
			        attrs = attrs.concat(exattrs);
			
			    }
			
			    
			
			    ret.program = createShader(vtxsrc, frgsrc, unifs, attrs);
			
			    useShader(ret.program);
			
			    
			
			    ret.dataArray = new Float32Array([
			
			        -1.0, -1.0,
			
			         1.0, -1.0,
			
			        -1.0,  1.0,
			
			         1.0,  1.0
			
			    ]);
			
			    ret.buffer = gl.createBuffer();
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, ret.buffer);
			
			    gl.bufferData(gl.ARRAY_BUFFER, ret.dataArray, gl.STATIC_DRAW);
			
			    
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, null);
			
			    unuseShader(ret.program);
			
			    
			
			    return ret;
			
			}
			
			
			
			// basic usage
			
			// useEffect(prog, srctex({'texture':texid, 'dtxArray':(f32)[dtx, dty]})); //basic initialize
			
			// gl.uniform**(...); //additional uniforms
			
			// drawEffect()
			
			// unuseEffect(prog)
			
			// TEXTURE0 makes src
			
			function useEffect(fxobj, srctex) {
			
			    var prog = fxobj.program;
			
			    useShader(prog);
			
			    gl.uniform3fv(prog.uniforms.uResolution, renderSpec.array);
			
			    
			
			    if(srctex != null) {
			
			        gl.uniform2fv(prog.uniforms.uDelta, srctex.dtxArray);
			
			        gl.uniform1i(prog.uniforms.uSrc, 0);
			
			        
			
			        gl.activeTexture(gl.TEXTURE0);
			
			        gl.bindTexture(gl.TEXTURE_2D, srctex.texture);
			
			    }
			
			}
			
			function drawEffect(fxobj) {
			
			    gl.bindBuffer(gl.ARRAY_BUFFER, fxobj.buffer);
			
			    gl.vertexAttribPointer(fxobj.program.attributes.aPosition, 2, gl.FLOAT, false, 0, 0);
			
			    gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
			
			}
			
			function unuseEffect(fxobj) {
			
			    unuseShader(fxobj.program);
			
			}
			
			
			
			var effectLib = {};
			
			function createEffectLib() {
			
			    
			
			    var vtxsrc, frgsrc;
			
			    //common
			
			    var cmnvtxsrc = document.getElementById("fx_common_vsh").textContent;
			
			    
			
			    //background
			
			    frgsrc = document.getElementById("bg_fsh").textContent;
			
			    effectLib.sceneBg = createEffectProgram(cmnvtxsrc, frgsrc, ['uTimes'], null);
			
			    
			
			    // make brightpixels buffer
			
			    frgsrc = document.getElementById("fx_brightbuf_fsh").textContent;
			
			    effectLib.mkBrightBuf = createEffectProgram(cmnvtxsrc, frgsrc, null, null);
			
			    
			
			    // direction blur
			
			    frgsrc = document.getElementById("fx_dirblur_r4_fsh").textContent;
			
			    effectLib.dirBlur = createEffectProgram(cmnvtxsrc, frgsrc, ['uBlurDir'], null);
			
			    
			
			    //final composite
			
			    vtxsrc = document.getElementById("pp_final_vsh").textContent;
			
			    frgsrc = document.getElementById("pp_final_fsh").textContent;
			
			    effectLib.finalComp = createEffectProgram(vtxsrc, frgsrc, ['uBloom'], null);
			
			}
			
			
			
			// background
			
			function createBackground() {
			
			    //console.log("create background");
			
			}
			
			function initBackground() {
			
			    //console.log("init background");
			
			}
			
			function renderBackground() {
			
			    gl.disable(gl.DEPTH_TEST);
			
			    
			
			    useEffect(effectLib.sceneBg, null);
			
			    gl.uniform2f(effectLib.sceneBg.program.uniforms.uTimes, timeInfo.elapsed, timeInfo.delta);
			
			    drawEffect(effectLib.sceneBg);
			
			    unuseEffect(effectLib.sceneBg);
			
			    
			
			    gl.enable(gl.DEPTH_TEST);
			
			}
			
			
			
			// post process
			
			var postProcess = {};
			
			function createPostProcess() {
			
			    //console.log("create post process");
			
			}
			
			function initPostProcess() {
			
			    //console.log("init post process");
			
			}
			
			
			
			function renderPostProcess() {
			
			    gl.enable(gl.TEXTURE_2D);
			
			    gl.disable(gl.DEPTH_TEST);
			
			    var bindRT = function (rt, isclear) {
			
			        gl.bindFramebuffer(gl.FRAMEBUFFER, rt.frameBuffer);
			
			        gl.viewport(0, 0, rt.width, rt.height);
			
			        if(isclear) {
			
			            gl.clearColor(0, 0, 0, 0);
			
			            gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
			
			        }
			
			    };
			
			    
			
			    //make bright buff
			
			    bindRT(renderSpec.wHalfRT0, true);
			
			    useEffect(effectLib.mkBrightBuf, renderSpec.mainRT);
			
			    drawEffect(effectLib.mkBrightBuf);
			
			    unuseEffect(effectLib.mkBrightBuf);
			
			    
			
			    // make bloom
			
			    for(var i = 0; i < 2; i++) {
			
			        var p = 1.5 + 1 * i;
			
			        var s = 2.0 + 1 * i;
			
			        bindRT(renderSpec.wHalfRT1, true);
			
			        useEffect(effectLib.dirBlur, renderSpec.wHalfRT0);
			
			        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, p, 0.0, s, 0.0);
			
			        drawEffect(effectLib.dirBlur);
			
			        unuseEffect(effectLib.dirBlur);
			
			        
			
			        bindRT(renderSpec.wHalfRT0, true);
			
			        useEffect(effectLib.dirBlur, renderSpec.wHalfRT1);
			
			        gl.uniform4f(effectLib.dirBlur.program.uniforms.uBlurDir, 0.0, p, 0.0, s);
			
			        drawEffect(effectLib.dirBlur);
			
			        unuseEffect(effectLib.dirBlur);
			
			    }
			
			    
			
			    //display
			
			    gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			
			    gl.viewport(0, 0, renderSpec.width, renderSpec.height);
			
			    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
			
			    
			
			    useEffect(effectLib.finalComp, renderSpec.mainRT);
			
			    gl.uniform1i(effectLib.finalComp.program.uniforms.uBloom, 1);
			
			    gl.activeTexture(gl.TEXTURE1);
			
			    gl.bindTexture(gl.TEXTURE_2D, renderSpec.wHalfRT0.texture);
			
			    drawEffect(effectLib.finalComp);
			
			    unuseEffect(effectLib.finalComp);
			
			    
			
			    gl.enable(gl.DEPTH_TEST);
			
			}
			
			
			
			/////
			
			var SceneEnv = {};
			
			function createScene() {
			
			    createEffectLib();
			
			    createBackground();
			
			    createPointFlowers();
			
			    createPostProcess();
			
			    sceneStandBy = true;
			
			}
			
			
			
			function initScene() {
			
			    initBackground();
			
			    initPointFlowers();
			
			    initPostProcess();
			
			    
			
			    //camera.position.z = 17.320508;
			
			    camera.position.z = pointFlower.area.z + projection.nearfar[0];
			
			    projection.angle = Math.atan2(pointFlower.area.y, camera.position.z + pointFlower.area.z) * 180.0 / Math.PI * 2.0;
			
			    Matrix44.loadProjection(projection.matrix, renderSpec.aspect, projection.angle, projection.nearfar[0], projection.nearfar[1]);
			
			}
			
			
			
			function renderScene() {
			
			    //draw
			
			    Matrix44.loadLookAt(camera.matrix, camera.position, camera.lookat, camera.up);
			
			    
			
			    gl.enable(gl.DEPTH_TEST);
			
			    
			
			    //gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			
			    gl.bindFramebuffer(gl.FRAMEBUFFER, renderSpec.mainRT.frameBuffer);
			
			    gl.viewport(0, 0, renderSpec.mainRT.width, renderSpec.mainRT.height);
			
			    gl.clearColor(0.005, 0, 0.05, 0);
			
			    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
			
			    
			
			    renderBackground();
			
			    renderPointFlowers();
			
			    renderPostProcess();
			
			}
			
			
			
			/////
			
			function onResize(e) {
			
			    makeCanvasFullScreen(document.getElementById("sakura"));
			
			    setViewports();
			
			    if(sceneStandBy) {
			
			        initScene();
			
			    }
			
			}
			
			
			
			function setViewports() {
			
			    renderSpec.setSize(gl.canvas.width, gl.canvas.height);
			
			    
			
			    gl.clearColor(0.2, 0.2, 0.5, 1.0);
			
			    gl.viewport(0, 0, renderSpec.width, renderSpec.height);
			
			    
			
			    var rtfunc = function (rtname, rtw, rth) {
			
			        var rt = renderSpec[rtname];
			
			        if(rt) deleteRenderTarget(rt);
			
			        renderSpec[rtname] = createRenderTarget(rtw, rth);
			
			    };
			
			    rtfunc('mainRT', renderSpec.width, renderSpec.height);
			
			    rtfunc('wFullRT0', renderSpec.width, renderSpec.height);
			
			    rtfunc('wFullRT1', renderSpec.width, renderSpec.height);
			
			    rtfunc('wHalfRT0', renderSpec.halfWidth, renderSpec.halfHeight);
			
			    rtfunc('wHalfRT1', renderSpec.halfWidth, renderSpec.halfHeight);
			
			}
			
			
			
			function render() {
			
			    renderScene();
			
			}
			
			
			
			var animating = true;
			
			function toggleAnimation(elm) {
			
			    animating ^= true;
			
			    if(animating) animate();
			
			    if(elm) {
			
			        elm.innerHTML = animating? "Stop":"Start";
			
			    }
			
			}
			
			
			
			function stepAnimation() {
			
			    if(!animating) animate();
			
			}
			
			
			
			function animate() {
			
			    var curdate = new Date();
			
			    timeInfo.elapsed = (curdate - timeInfo.start) / 1000.0;
			
			    timeInfo.delta = (curdate - timeInfo.prev) / 1000.0;
			
			    timeInfo.prev = curdate;
			
			    
			
			    if(animating) requestAnimationFrame(animate);
			
			    render();
			
			}
			
			
			
			function makeCanvasFullScreen(canvas) {
			
			    var b = document.body;
			
				var d = document.documentElement;
			
				fullw = Math.max(b.clientWidth , b.scrollWidth, d.scrollWidth, d.clientWidth);
			
				fullh = Math.max(b.clientHeight , b.scrollHeight, d.scrollHeight, d.clientHeight);
			
				canvas.width = fullw;
			
				canvas.height = fullh;
			
			}
			
			
			
			window.addEventListener('load', function(e) {
			
			    var canvas = document.getElementById("sakura");
			
			    try {
			
			        makeCanvasFullScreen(canvas);
			
			        gl = canvas.getContext('experimental-webgl');
			
			    } catch(e) {
			
			        alert("WebGL not supported." + e);
			
			        console.error(e);
			
			        return;
			
			    }
			
			    
			
			    window.addEventListener('resize', onResize);
			
			    
			
			    setViewports();
			
			    createScene();
			
			    initScene();
			
			    
			
			    timeInfo.start = new Date();
			
			    timeInfo.prev = timeInfo.start;
			
			    animate();
			
			});
			
			
			
			//set window.requestAnimationFrame
			
			(function (w, r) {
			
			    w['r'+r] = w['r'+r] || w['webkitR'+r] || w['mozR'+r] || w['msR'+r] || w['oR'+r] || function(c){ w.setTimeout(c, 1000 / 60); };
			
			})(window, 'equestAnimationFrame');
			
			</script>
	    </div>
    <div class="waifu">
        <div class="waifu-tips"></div>
        <canvas id="live2d" width="280" height="250" class="live2d"></canvas>
        <div class="waifu-tool">
            <span class="fui-home"></span>
            <span class="fui-chat"></span>
            <span class="fui-eye"></span>
            <span class="fui-user"></span>
            <span class="fui-photo"></span>
            <span class="fui-info-circle"></span>
            <span class="fui-cross"></span>
        </div>
    </div>
        
    <script src="assets/waifu-tips.js"></script>
    <script src="assets/live2d.js"></script>
    <script type="text/javascript">initModel("assets/")</script>
</body>
</html>